What's New in General

 
 
 

Scene Assembly

 

Scene Assembly is a system that lets you build complex Maya scenes without the burden of typical memory overhead. Constructing the scene with Scene Assembly improves viewport interactivity and accelerates file loading, helping to solve common issues when working with large data sets.

Scene Assembly consists of two interdependent nodes (assemblyDefinition and assemblyReference) and a system for loading alternative forms of your production assets called representations. The system lets you define these alternate representations and build a complex hierarchy of assets, such as detailed models of entire cities, one object at a time.

You can then use representations to manage the scene's complexity at the object level by switching between different versions of each scene object, letting you choose between detailed display and performance as your task requires.

Convert geometry to bounding boxes

 

A new option in the Modify > Convert menu lets you convert selected geometry to bounding boxes.

Converting geometry to bounding boxes is useful for quickly reducing the level of detail in your scene. You can also convert complex production assets to bound boxes and use them as simple, low resolution representations in Scene Assembly workflows.

File Path Editor

 

You can now manage file paths in your Maya scene using the new File Path Editor (Window > General Editors > File Path Editor). The File Path Editor browser lists path information for files, including texture and referenced files, and displays resolution status icons that let you identify file path issues quickly. Unresolved paths are easily resolved using the editor's Repath window. Your repath choices can be reviewed using the Actions Preview window, which shows the results of the repathing operation before it occurs.

GPU caching additions

New GPU Cache Configuration preferences let you optimize how your graphics card processes Alembic-based GPU cache files. For example, you can specify video RAM usage for GPU caches, choose from OpenGL selection modes, and more. You can access the GPU Cache Configuration settings from a new GPU Cache section of the Maya Preferences window (Window > Settings/Preferences > Settings > GPU Cache) .

New GPU Cache Import options let you specify the time range and start frame when importing GPU caches into Maya.

Add component-level metadata

A new Maya Metadata API lets you create an arbitrary number of metadata structures that can be attached to components of Maya mesh objects, including vertices, faces, and edges, or directly to a Maya node. A small set of MEL commands provides access to the metadata from within Maya.

Ignore Version global preference

Easily load scene files from any version of Maya by turning on the new global Ignore Version preference.

Composite and the Autodesk Customer Involvement Program

Composite is now part of the Autodesk Customer Involvement Program (CIP) which collects information to help Autodesk learn how you use Composite. Participation is voluntary; select the new Customer Involvement Program option in the Help menu to help us design new features as well as improve existing ones. You have the option to participate anonymously, participate with contact information, or not to participate.

NoteThe Autodesk CIP initiative is only available for Windows versions of Composite.